The Codex WIP

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Dark Riku
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Re: The Codex WIP

Postby Dark Riku » Mon 05 Jan, 2015 7:10 pm

Eclipse wrote:Might I suggest listing the melee resist damage as a passive on the abilities page?
Melee resistance already is on the ability pages.
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Re: The Codex WIP

Postby Ven » Mon 05 Jan, 2015 7:24 pm

Dark Riku wrote:
Eclipse wrote:Might I suggest listing the melee resist damage as a passive on the abilities page?
Melee resistance already is on the ability pages.


i think he was talking about the melee resistance ignore from the plague sword. im not sure how or if its needs to be in the abilities page though. it already says it on the wargear page so i dont think its needed in the abilities page.
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Re: The Codex WIP

Postby Dalakh » Mon 05 Jan, 2015 7:25 pm

It's on the wargear page, not the ability page but I don't think it's necessary to double the information there.
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Re: The Codex WIP

Postby Torpid » Mon 05 Jan, 2015 9:25 pm

Technically the weapon doesn't give him any passive "ability" to ignore melee resist. It's just the weapon itself has a hidden on hit effect of doing additional damage much like the immolator has the on-hit effect of doing a DOT.
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Re: The Codex WIP

Postby Wise Windu » Tue 06 Jan, 2015 8:31 pm

Yeah, what Torpid said.
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Re: The Codex WIP

Postby Myrdal » Wed 07 Jan, 2015 10:01 pm

This probably deserves a mention in the Codex intro, that on-hit effects such as DoTs and special attacks* ignore melee resistance. Another thing it lacks is how abilities stack, for instance the distortion field and cloak armor combo each grant 50% ranged reduction but when stacked are added to 100% reduction rather than the more intuitive 75% reduction. I'm not even sure this was intended by the devs since there was a highly suspect math error when units actually gained hp (was it 25% of dmg gained hp?) from taking ranged hits when distortion fielded was combined with the retreat modifier.

Another not so obvious fact for newer players is that being in melee is a type of cover also granting 50% ranged damage reduction for most infantry. This combined with something like distort field will however not grant 100% but 75% (I think?). Anyway it would be nice having a topic on this in the codex, but the actual relationships between modifiers must be verified in game since we can't see the code and calculations used.

edit: * some special attacks, not all.
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Re: The Codex WIP

Postby Ven » Fri 09 Jan, 2015 3:45 am

Sweeping doom on the Chaos lords ability page does not mention knockback or its type.
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Re: The Codex WIP

Postby Wise Windu » Fri 09 Jan, 2015 3:58 am

Ven wrote:Sweeping doom on the Chaos lords ability page does not mention knockback or its type.
Added.

hakon wrote:...
That's a good idea. Snares do it as well, adding instead of multiplying. Probably should figure out exactly how those work.
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Re: The Codex WIP

Postby Ven » Sun 11 Jan, 2015 6:23 pm

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there seems to be a visual bug on the err... bug. i reloaded the page a few times and wiped my chache but its still there. im not sure if its just me or if its something that needs a look at.
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Re: The Codex WIP

Postby Wise Windu » Sun 11 Jan, 2015 6:30 pm

Hm, that's weird, it looks fine to me. Anyone else having this problem?

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Re: The Codex WIP

Postby Ven » Sun 11 Jan, 2015 6:39 pm

ok nevermind it went back to normal now... odd.
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Re: The Codex WIP

Postby Dark Riku » Mon 12 Jan, 2015 1:24 am

Somebody needs a new graphics card I think :p
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Re: The Codex WIP

Postby Batpimp » Fri 23 Jan, 2015 12:15 am

the ork banner still reads as if WB gets 60 energy from the waagh effect. I think that is wrong.
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Re: The Codex WIP

Postby Wise Windu » Fri 23 Jan, 2015 7:17 pm

Which part makes it sound like they get 60 energy? I must be missing some ambiguous wording or something.

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Re: The Codex WIP

Postby Batpimp » Fri 23 Jan, 2015 11:00 pm

hmm I just looked again and its different. I swore it said 60 energy
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Re: The Codex WIP

Postby Ven » Sat 24 Jan, 2015 2:30 am

Batpimp wrote:hmm I just looked again and its different. I swore it said 60 energy


well then windu must have changed it based on your feedback xD
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Re: The Codex WIP

Postby Wise Windu » Sat 24 Jan, 2015 4:37 am

I actually didn't :P

Not sure how it could have been 60 before
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Re: The Codex WIP

Postby Ven » Sat 24 Jan, 2015 5:05 am

Wise Windu wrote:I actually didn't :P

Not sure how it could have been 60 before


hmmm

then there are two possibilities

#1: batpimp is a dumb dumb

or

#2: you've edited the codex so much that you changed it from 60 to 30 without realizing. like sleep walking, but coding instead of dreaming.
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Re: The Codex WIP

Postby Lichtbringer » Mon 02 Feb, 2015 2:05 pm

The damage type for Eldar Rangers is missing (same for Sniper scouts). I guess it is because of the Sniper changes.
I hope its easy to fix, or is the damage type completly new?
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Re: The Codex WIP

Postby Dark Riku » Mon 02 Feb, 2015 2:59 pm

Lichtbringer wrote: or is the damage type completly new?
http://www.dawnofwar.info/forum/viewtopic.php?f=3&t=1061
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Re: The Codex WIP

Postby Wise Windu » Mon 02 Feb, 2015 3:50 pm

Should have that fixed soon. Here's the damage type: http://www.dawnofwar.info/elite/damaget ... =sniper_hi
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Re: The Codex WIP

Postby Swift » Sun 08 Feb, 2015 10:57 am

Grey Knights Rhino is listed as having a unit health value of 900 but individual model health value of 650. I can't remember which is correct. http://www.dawnofwar.info/index.php?page=elite/rhino
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Re: The Codex WIP

Postby Wise Windu » Wed 11 Feb, 2015 6:04 pm

I'll fix it when I have more time, probably this weekend. There are some other things I want to fix too, and I like to do them in bulk :P . I have a busy week :cry:
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Re: The Codex WIP

Postby Wise Windu » Mon 23 Feb, 2015 7:34 pm

Fixed.

Also, sniper weapon family and damage types are now fixed and correct. woo
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Re: The Codex WIP

Postby lolzarz » Sun 08 Mar, 2015 2:37 am

I would like information on how much damage does the Frag Assault on the Land Raider Redeemer do.
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Re: The Codex WIP

Postby Wise Windu » Wed 11 Mar, 2015 6:25 pm

Will do
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Re: The Codex WIP

Postby Wise Windu » Tue 31 Mar, 2015 3:04 am

LRR frag assault ability info added
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Re: The Codex WIP

Postby Batpimp » Tue 31 Mar, 2015 4:20 pm

1.
for the swarm lord is this still valid?

http://dawnofwar.info/index.php?page=elite/swarmlord

Basic Synapse

Reduces the received ranged and melee damage, and received suppression of non-Warrior, non-hero Tyranids by 20%. Ranged damage reduction is increased to 24%/28%/31% at level 2/3/4. Also increases Tyrant Guard speed by 1.5 and makes Rippers immune to suppression. Radius 32. Passive ability.

2. is this ability knock back?

Reflective Chitin

Any unit that attacks the Swarmlord in melee has a 10% chance of being knocked back. Passive ability.
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Re: The Codex WIP

Postby Wise Windu » Tue 31 Mar, 2015 5:37 pm

1. Technically, but since the SL doesn't level, I guess it doesn't matter.

2. Weapon knockback

fixed
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Re: The Codex WIP

Postby Batpimp » Thu 02 Apr, 2015 8:08 pm

For the Redeemer
http://dawnofwar.info/index.php?page=el ... r_redeemer

can you please add a spot to inform people of the fact that units WITHIN the LRR heal faster?

for example. termies regen super fast inside.
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